diarouga wrote:Sioux aren''t so broken.Send 4vills or 4ARS 1st and just make brs. When you are in trouble in late age2, you can add some cetans or go age3. The thing is that sioux is the easiest civ in this game^^

shall try the build, been tinkering with a cetan+war club mixture, but i''m unable to outmass french musk spams...

no offence goodspeed, i''m just trying to see if i can get around using the sioux..

I think that it's not quite that Sioux are broken as much as they're incredibly uninteresting.

Their cavalry is really strong, their infantry is really weak. Their economy isn't really bad as well, making Sioux an uninteresting civilization at best and a broken civilization at worst. Otto is kind of not far off from that, I think.

incog wrote:I think that it''s not quite that Sioux are broken as much as they''re incredibly uninteresting.

Their cavalry is really strong, their infantry is really weak. Their economy isn''t really bad as well, making Sioux an uninteresting civilization at best and a broken civilization at worst. Otto is kind of not far off from that, I think.

Otto is Skill Civ! Yery macro and micro intensiv tho. And so many bo''s. Absolutely most interesting Civ in AoE3!

diarouga wrote:Sioux arent so broken.Send 4vills or 4ARS 1st and just make brs. When you are in trouble in late age2, you can add some cetans or go age3. The thing is that sioux is the easiest civ in this game^^

shall try the build, been tinkering with a cetan+war club mixture, but im unable to outmass french musk spams...

no offence goodspeed, im just trying to see if i can get around using the sioux..

None taken, just cause Im not a fan of the civ doesnt mean you cant be. They are pretty broken though ')

Whether or not it is clear to you, no doubt the universe is unfolding as it should.

XeeleeFlower wrote:I don't mind open endings as long as the story continues at some point

Goodspeed really cool guide even if I wish it could be found mathematical info (I understand that this would make it less personal and less fun for you to write) but these are very important info to be consulted when and especially before playing and accepting the challenge.I am referring to info like as I play with Dutch a lot, that esulate from your personal view against this Civ i.e. and instead info like, this civ depends on gold, you need 100 gold to make a villager.

If a player is strong heshe can make the difference in any case. There are ways you can't be beat depending on the map you are in every time.Beside the opinions whereabout we can stay discussing all life long, I believe editing your guide by reducing personal comments and putting inside mathematical reference about every civ (yes things that can be found on the official manual even, like how many res to do this and that, and beside added also what you suggest to do) would make the guide much better.This is my +1 I give to you after reading the guide just a little.

I am sure the guide offers a lot of surprises and I should keep reading in all the parts I could not in a first look to it.

Hey, first of all thanks for reading and the feedback!It's a strategy guide, it's supposed to go in depth about strategy. As such it's not really meant for complete beginners so it's not gonna contain basic info like the stuff you're mentioning. Basically I made it basic enough to still make sense to beginners while keeping it fun to write ')

Whether or not it is clear to you, no doubt the universe is unfolding as it should.

XeeleeFlower wrote:I don't mind open endings as long as the story continues at some point

just had a quick look before I read it more in depth later this week, seems very nice guide but quick question:I saw a stream of ryan where you tested the VC build vs him playing the classic bo, didn't he won in term of eco at like 8min?

"Prestige is like a powerful magnet that warps even your beliefs about what you enjoy. If you want to make ambitious people waste their time on errands, bait the hook with prestige." - Paul Graham

We found out TP off 300w isn't viable (at least not for 3v -&gt' VC). The earlier test we did wasn't valid because we only looked at when our boom finished and res gathered but didn't take into account that manors were cheaper so it was stockpiles we should've been looking at. Basically VC is barely worth it if you boom to say 15+ manors in early colonial, which means it's decent in certain MUs. When (near) full booming VC 700w 5v 600w/700g is a very solid card order.

Whether or not it is clear to you, no doubt the universe is unfolding as it should.

XeeleeFlower wrote:I don't mind open endings as long as the story continues at some point

Like I said it's a full boom, possibly a high eco semi-FF. 600w is not needed here, you're already maxed on manors after 700w and you don't need crates for 2 rax production with 40+ vills. I wouldn't send 5v in most MUs but it's nice if you can get away with it.

Whether or not it is clear to you, no doubt the universe is unfolding as it should.

XeeleeFlower wrote:I don't mind open endings as long as the story continues at some point

Okay, but why would you send them? Sure they've got high hp but a very low hand attack. And RI can kite them easily. Maybe they're good when they're dancing. but I don't know the benefits from the fire pit.

Yeah it's a great shipment, possibly the best in the game. TPs give about 1.25 xp/s, WP give 1 xp/s. That means you're shipping about 2.5 TPs which would almost be viable by itself but the bonus is huge, you can turn it into a buff to your military at any point in the game...Btw there's a glossary at the end where I clarify abbreviations.

Whether or not it is clear to you, no doubt the universe is unfolding as it should.

XeeleeFlower wrote:I don't mind open endings as long as the story continues at some point